Blood Hunters are an ancient sect, with different Orders set to fight different evils. You, though, are a bit different....

Maybe you were new to the order, and seeing how society at large treated Blood Hunters has turned you. Maybe you have been one for years, pledged to a sacred Order for most of your life, only one day to snap. Whatever the cause, you have forsaken your Order, losing all benefits of it when you chose to become Fallen. 

Now, rather than hunting the evils around the world, you are dead-set against those without magic, your old persecutors. 

Good aligned players will likely not do well in this class, nor will Chaotic ones, as this class requires some forethought to avoid being arrested.

This class is unique, in that it allows you to switch from any other Blood Hunter Order to it at any point, gaining all the benefits of your current level.

Additionally, if you multi-class out of this Order into Warlock, you may only use the Archfey or Fiend Patrons, for reasons clear later.

Mark of the Persecutor

Starting when you choose this archetype at 3rd level, you know how to find those who have wronged you. You are able to cast a variant of Detect Magic as a cantrip, but only in sight, and only on humanoids.

Pure Magic

As an action, you can expend the use of your Blood Maledict to instead create a 30 foot sphere of Wild Magic, the arching chaotic energy also giving disadvantage on all attack and Saving Throw rolls made by non magic beings.

The sphere can grow an additional twenty feet if you choose to then Amplify this Maledict.

However, given the intense nature of Wild Magic, this Maledict is extremely taxing. If you would use it multiple times before a Long Rest, you must take damage equal to your Level+the number of times you have preformed the Pure Magic Maledict.

Approval from Beyond

At 7th level, your work in strengthening magic and wiping out its enemies has ensured that you have been Noticed by a Power. Depending on how vicious you have been, your DM may choose either the Archfey Patron or the Fiend Patron.

Upon noticing your, this Patron will offer you one cantrip from the Warlock spell list, at your DM's discretion, and they will offer you a Familiar befitting their archetype, following the rules of Pact of the Chain. All of this is in an attempt to buy you into their service, but you are required to do them no favors for these gifts, as they are more bribes than anything else.

Resolute Craft

By 11th level, your dedication to serving and protecting magic has helped you to unlock its darker secrets. You can double the damage of one Crimson Rite damage die by expanding one use of your Blood Maledict. This can be used up to three times before a Long Rest.

Casters Resolve

Your experience with magic has given you a dark insight into how it works. Using one charge of your Blood Maledict on a bonus action, you are presented with two options.

1. You can, for one hour, gain Temporary Hit Points equal to half your level, rounded up. 
2. You can, until your next short rest, gain resistance to all non-magical damage. 

Two Sides of a Coin

At 18th level, your work has become well known, despite any and all attempts you may have made to made to hide it. Because of this, you are easily recognized in communities with a decent magic population(percentage at your DMs discretion). When you find someone who approves of your work, you have advantage on all rolls to get their assistance, and they will support you in the same manner you would receive from Guild members in a Guild Merchant background.

When, however, you find someone who disapproves of your work, you suffer disadvantage on all rolls involving them, and they will alert the local law enforcement if you fail to persuade them they mistook your identity, or do not kill them. 

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